![]() A new player has no way to know when the game is saving and when it isn't. I have no issue with the game's difficulty, but if you're not going to allow a player to quit the game, it would be nice to explain that upfront. Which is why most actual roguelikes (not action roguelites with shorter play sessions) let you exit the game and return later. Other games that use sparse checkpoints use them as respawn points, but you don't respawn in a roguelike. I was more than a little surprised when I played for an hour, exited to do something else I needed to do, and returned with all of my progress erased, even though there is a Continue option in the main menu. Being able to exit the game and return to it later without losing progress is, imo, a pretty important convenience that in no way affects game difficulty.Īutosaves are standard enough that I assumed the game would save after each room (considering the Quit option makes reference to a save system). Quitting those games without saving deletes your save. Lovecraft s Untold Stories Comes To Switch Next Week With A Scary Action RPG Twist. ![]() ![]() Once again, this does not mean there is no permadeath. How to Allow Specific Contacts to Bypass quot Do Not Disturb quot in iOS. A save & quit function does not ruin permadeath, and out of dozens of roguelikes I have played, almost every one has let you quit the game and return to the same save later on. ![]() Old thread, but this is not a question of difficulty. ![]()
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